• Breaking News

    Monday, January 18, 2021

    Guild Wars 2 Don't talk to me or my son ever again!

    Guild Wars 2 Don't talk to me or my son ever again!


    Don't talk to me or my son ever again!

    Posted: 17 Jan 2021 07:42 PM PST

    PSA: You can still check out the old character-select backgrounds by changing your computer's clock back to 2013 or 2016...

    Posted: 18 Jan 2021 06:49 AM PST

    The Commander Stays Current

    Posted: 18 Jan 2021 12:17 AM PST

    Commission of my guardian Dwayna Ventrete by Rieene

    Posted: 17 Jan 2021 11:48 AM PST

    Using Grothmar like events in Cities to make them feel more alive

    Posted: 17 Jan 2021 09:05 AM PST

    Using Grothmar like events in Cities to make them feel more alive

    Primary Events added in each racial city.

    But also a secondary type of events could be added implying taverns or Hide And Seek:

    Serving Brews in all the different racial cities taverns.

    The different racial cities feels so dead; cities are currently the only maps with lounges with 0 animation, no events, no quests, no fight of any style. I would like to see events, or at least in form of adventures trials: Serving brews, cooking, fighting inside a golem, racing with fern hounds, exploding target at mina's shooting stand. It has been now more than 8 years that many cities have useless places or PoI screaming to be used for anything. Lion's arch, with the recent addition of underwater skimmer got a skimmer race adventure, and I thought, why don't we have some adventures or event put around the cities to allow players to participate in all days life / hobbies of the locals? Don't misunderstand me, I am in no way speaking of Activities, but of events or adventures, with rewards or leaderboard. Imagine, "I killed 64 gladiators in Black citadel pit!" "I finished the grove fern hound in 47 secs!" "I successfully served 25 spicy drinks with Tippi in rata sum!".

    It would also revitalize those unused places since launch: Polymock Arena, Mina shooting stand, the different areas of the city. You could have also kids hiding around in the city and playing with you.

    I think Gw2 has a great atmosphere and a stunning artstyles, but having copy pasted basic Npcs all around with nothing happening outside of story steps.... Take rata sum, there is no presentation in lower levels, nobody consulting archives... Without speaking of the totally unused golem mines.

    We could even have mini deliveries missions happening from time to time between two npcs in the city. But as a starts, I'm giving away the idea of reusing grothmars events: They are in game, their code is here and so their mechanics. I'm not asking for metal legion concert which one could happens in main plaza of LA, but those events could be reajusted in the different cities to bring some life to the whole map. Take Black Citadel, like doomforge escort of grothmar, you could have from time to time expedition to the nolani academy or in the south at the forbidden flame legion hideout. Rata Sum Docks is one of the most boring place too, no accidents, no fights, nothing. It would reward the players for exploring; because currently, I ask you, what the point of being in a city? Only home with nodes and the main places with all the services matter right? What does it means? That the artist should have only designed just a place with services? I know that personally, I owuld like the ability to stun the prison warden and disable the cell forcefield of rata sum prison.

    The chair collection, pushed you to explore around and spot those, why not making mor eevents like this like do the adventures in the cities? Or interacting with certain Npcs to know their stories?

    In no way I would say it requires no work, but really, no need to rush! Can't it be made pieces by pieces small works by small works between update, even if only 5 days between 3 months releases is used for that, one day or another it will be finished.

    submitted by /u/Dark_Hadrian66
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    Mirage be like

    Posted: 17 Jan 2021 11:11 AM PST

    As the new patch comes closer, theres even earthquakes in dragonfall

    Posted: 17 Jan 2021 02:24 PM PST

    The Weekly Map Recap, Special - Living World Season 3 Primer

    Posted: 17 Jan 2021 01:17 PM PST

    Welcome to the Weekly Map Recap, a series where we look back at one map in the game each week. We'll look with a critical eye at how each map represents its theme, proves faithful to its lore, and implements its design. We'll see how effective its gameplay is, whether the art holds up, and the forecast for the map's long term retention. With 52 maps to date, it'll be quite the journey!

    Links to the previous entries in a reply at the bottom!

    Living World Season 3 Primer

    Hi, folks - Getting back at it from our holiday break, let's dive into Season 3! We'll be taking a look at several key elements that bind together this group of maps.

    The Big Picture

    One of the pieces that feels really key in any discussion of Season 3 maps is the solidification of three 'main' map teams. We had shadows of this earlier in the game's history, going all the way back to Season 1: different episodes were worked on by different teams within the framework of an Agile live-support structure (as opposed to a more traditional management structure, where you have one super-team which focuses on one project at a time).

    In Season 3, this took on a different tone. Whereas previously the rotating teams had been building events or sections of zones in collaboration with other teams, now they were building full maps separately. As a result, we have a sense of a much more distinct personality and design philosophy for each of these teams.

    The other element that really impacted the development of these maps was cross-pollination with the raids and fractals releases. We really see the dovetailing of that work, especially with the raids and the use of mechanics, assets, and other pieces from the first four raid wings. This produced a really coherent sense of the 'White Mantle' side of the world, which I'm not sure has ever been appreciated on the level it deserves. We had the development in this season - outside of an expansion - of a brand new faction with all of its associated architecture, mobs, and mechanics, and it all ended up being really coherent. You leave the season with a very strong sense of the White Mantle, who they are, and what it's like to fight them.

    The Designs

    Overall, I think we see a number of pretty out-there maps in Season 3. The teams really experiment with odd designs that, I believe, shows them stretching their legs and pushing the boundaries in preparation for the next expansion. From the verticality of Bloodstone Fen to the strange res-shrines of Siren's Landing, we get some fascinating stuff. There are other key trends that we can see, though:

    Transitionary

    These maps exist somewhere between the more natural open-world exploration feeling Path of Fire maps and the large meta structures of Heart of Thorns. They are torn between these two extremes and I'm not sure they ever feel at ease with themselves. It can be difficult to resolve the tension between the feel of a large meta map in Lake Doric with the absence of any sense of consequence akin to a meta map. Each of these maps has this balance a bit differently:

    • Bloodstone Fen has a main meta (jades), and an off-meta. Essentially, these amount to one boss fight and one boss rush, capped by a further boss fight.
    • Ember Bay swings the pendulum the other way - it's much more interested in being a vanilla explorable map, with no real central meta of any consequence, but a number of small mini-metas.
    • Bitterfrost Frontier has the build up of a meta map, but then a lack of any consequence - the meta is essentially a simple boss rush, and not a particularly difficult one at that. There is no way to 'lose' this meta.
    • Lake Doric again swings things back into the Heart of Thorns feeling, but without the mechanics to back it up - the White Mantle cannot really capture the towns in a meaningful way, there is no sense of pushing the front back and forth.
    • Draconis Mons is a Heart of Thorns map on the streets (in layout and art) and an explorable map in the sheets (small mini-metas but one cool bossfight).
    • Siren's Landing is just odd. It's essentially five very self-contained Heart-of-Thorns style area metas, but without the connective tissue that make them part of a single story, and each is very short and ends with a low-stakes boss. The whole area then caps with a boss fight which is quick and over before you know it.

    Individualized

    Each map is very distinctly separate from maps from the other two agile 'subteams'. Bloodstone Fen and Lake Doric are aligned, so are Ember Bay and Draconis Mons, and Bitterfrost and Siren's Landing. These maps don't feel like they form one 'season' so much as three separate sets of two maps. Both Bitterfrost and Siren's have a sense of separate mini-biomes with individual plot lines. Draconis and Ember Bay feel like an attempt to return to a kind of vanilla explorable map, with some lessons learned from DT/SW/HoT. Bloodstone and Lake Doric both are focused on retaining the difficulty of Heart of Thorns open world while experimenting with different map structures. Perhaps the one element that ties them all together is an overall smaller size in comparison to other maps, but even that does not hold true with Draconis Mons or Ember Bay.

    Retention

    Starting in Season 3, we see the developers test new strategies to try to ensure player retention. First, we have the reimplementation of Renown Hearts as a form of 'daily' quest seen in other MMOs, to mixed success. While they certainly proved effective in creating a regular habitual log-in reward, players in general seem to have mixed feelings about whether they provide any benefit in terms of enjoyment. We also see an adaptation of the Season 2-HoT map reward structures, with unique rewards and scavenger hunts only available on these maps. Most notably, we have easily obtainable stat-selectable ascended gear on these maps, and several long-term scavenger hunts which lead to powerful ascended or even legendary gear. While many players complain at the end of their Aurora quest that it was long, it has ensured that these maps have a much more consistent population than they would otherwise.

    ---------------

    That's all, folks! Thanks for your patience these last few weeks. Next week, we'll be starting in with the high-flying Bloodstone Fen.

    submitted by /u/Jonah_Marriner
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    Question about Razer Naga Trinity (MMO Mouse).

    Posted: 18 Jan 2021 08:10 AM PST

    Hi there,

    I have been using Razer Naga Trinity for about three months and it's been fantastic.

    However, I have been playing a game recently and I did something quite stupid. I got very frustrated and pushed the mouse away, it slammed into the wall and fell from the desk. Very dumb mistake and I'll try not to ever take my anger on hardware again.

    After the slam, I reattached the 12 buttons side panel and the mouse is starting to make a scratching sound on the mousepad and there's little friction. I noticed this is due to the lower surface of the mouse not being evenly distributed when I attach the 12 buttons panel to the mouse. I tried removing the 12 buttons panel and that feeling or scratching sound goes away. I tried the other panels, it's there but to a lesser extent.

    My question to those who own the mouse: Has it always been like this and I just noticed it? Or is it due to the wall slam that it's starting to make the noise?

    Sorry I know this is not a hardware sub, I just couldn't find a sub where this mouse is commonly used so I thought I'll ask here since it was recommended to me here in the first place x)

    submitted by /u/Valandomar
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    No final chest spawn at Mystery of hidden tower.

    Posted: 18 Jan 2021 07:58 AM PST

    Been trying to get the achievement and being doing it at least over 3 times each. I've gotten all 3 smaller chests to spawn at least 3 times each now. still no big chest at the end where it gives achievement. wtf?

    submitted by /u/SumYumGhai
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    Is this allowed? I've seen three groups of Necromancers today stacked on top of eachother AFK farming.

    Posted: 17 Jan 2021 08:32 PM PST

    How about extending jeweler to 500 with ascended gathering tools?

    Posted: 17 Jan 2021 03:53 PM PST

    Wouldn't it be cool if you could build your gathering tools with additional glyph slots, and even craft your own glyphs?

    The chef upgrade quest was really fun, and the ascended foods are popular. Why not do something like this with the jeweler, which is otherwise almost totally useless? Surely there's some way to maintain the gem store income, while still giving advanced players more options to craft?

    I love gathering, and really like getting the extra mats, but it would be nice to also be able to use the fast gathering glyphs at the same time.

    submitted by /u/mranster
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    Me n my lil man. Best mini in the game, no question. (Endless miniature tonic on myself)

    Posted: 17 Jan 2021 10:10 AM PST

    I've figured out what "end of season" reward we're going to get from the Icebrood Saga!

    Posted: 17 Jan 2021 05:59 PM PST

    For anyone that doesn't really know what I mean by "end of season reward", each season the devs include a capstone item that requires doing a lot of the content in that season. Things like the Skyscale and the legendary trinket Aurora. For the Icebrood Saga the devs need to give us something as unique and wonderful as possible. Our reward this time?

    A Legendary Breather.

    The thing you didn't think you wanted, but now you will farm for because it's purple. The slot that players have been demanding finally get it's legendary item. The most important item we have yet to receive a legendary for. An item that will for some reason not get a unique skin.

    Yes, it will require completing the Volcanic Stormcaller Armaments Collector achievement.

    submitted by /u/Ashendal
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    Deadly elite specs combinations

    Posted: 18 Jan 2021 07:13 AM PST

    Currently in the game (pve and pvp) , which one is more deadly between Reaper + Scourge or Dragonhunter + Firebrand ? Or perhaps there even some deadly combinations outside those specs.

    Edit: from the same class

    submitted by /u/lckmnzans
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    Error message after installing DX12 Add on manager

    Posted: 18 Jan 2021 06:40 AM PST

    Hey,

    Built a new pc and re installed gw2 it was working fine until I installed the Add on manager (this helped me performance on my previous pc dramatically.) Now I'm getting an error message when trying to launch the game after installing the Dx12 Add on, any ideas on how to fix this? It worked fine before the install of the mod.

    Thanks

    submitted by /u/Usedslugs
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    What do you want to see from End of Dragons elite specs?

    Posted: 17 Jan 2021 10:17 AM PST

    Basically the title, what would you like to see from anet regarding new specs.

    I would like to see a support/healer option for engineer in pve that can compete in the meta (whatever it ends up being).

    submitted by /u/RevolutionaryLake69
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    Some GW2 music for You to enjoy - Top 10 of GW2 Music in 2020 :)

    Posted: 17 Jan 2021 09:27 AM PST

    https://youtu.be/AM7-sldVJQU

    Me and my best friend picked our favourite GW2 music of 2020. It was so much fun, but also it proved to be very challening, because of the abundance of music in 2020. :)

    Throughout this year I've tried to have fun with tracks that had many different version, like "Eagle Flight" or "Pantheon of the Wild", so I combined different versions and made them into one.

    Maclaine Diemer, Stan Lepard, Brendon Williams and Bryan Atkinson had the opportunity to compose the music last year and I'd like to thank them for their incredible, productive work on GW2's music and I look forward to what awaits in the Saga's finale and End of Dragons :)

    Also thank You to all the passionate listeners of GW2 music and your comments on Soundcloud and Youtube :)

    Music nerd signs off :)

    submitted by /u/MichramGW2
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    Queen Jenna and Logan

    Posted: 18 Jan 2021 12:00 AM PST

    What's the status of their relationship? Is Logan in love with Jenna? Did she snub his advances? Do they have a history together? Is it all just a meme or something? What does this mean for the Logan/Rytlock dynamic?

    I've seen the relationship talked about here and there but can't remember/find any explicit mentions of it. It's been ages since I've finished the personal story so idk if it's addressed or hinted at in there but if anyone has any info about this I'd be very grateful. Thank you!

    submitted by /u/swampyman2000
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    Genuine question, was the mailing limit always 2 ? Or did someone abuse it an anet had to install the system?

    Posted: 17 Jan 2021 10:36 PM PST

    Is the Akili event in Istan still broken?

    Posted: 18 Jan 2021 02:21 AM PST

    Has anyone completed it lately? I wanted to start working on Vision but I read there was a bug with the escort event for a while.

    submitted by /u/leeeelypad
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